Do you feel unprepared for everyday life in an English-speaking wo
rld? Then ORE2012 is just what you need. You can develop the skills you need to feel confident while travelling, studying, at work or just chatting with English-speaking friends. Activities based around the themes of social, travel, work , study and so on, which cover a range of everyday situations and really help you to feel sure of the English you're using in your daily life. ☆Feel more confident speaking English A range of tasks and learning tips based on real-life situations and texts will give you confidence in any situation.☆Check your progress A path-by -path checklist, based on the game-based and task-based learning strategies, lets you see what you have learned, and feel proud of it!
This course is specially designed for learners wanting to communicate confidently in English, and offers the flexibility to be used either in the classroom or for self-study. The designer for the course is Yuki, Yukixu425@yahoo.com.cnand Emily,zhunanaemily@yahoo.cn,
Course Objectives Students who successfully complete the course will be able to: 1. Improve their oral English in real life situations. 2. Develop useful speaking skills and strategies by using multi-media components to develop an alternative environment to better engage students to accomplish educational objectives, including multimedia products and services from various sources. 3. Use game-based approaches to learning that are relevant to their own school-based positions. 4. Feel more confident speaking English and proud of your progress in communication.
TextbookMiles Craven: Cambridge Real English Skills 2 (2011.8), for senior middle students to improve their speaking ability. MethodologyThis course will be conducted using game-based learning strategies. The course is organized to maximize student centered learning as it is loosely structured as a role playing game, generally following a endangered sea animals theme. Students are adventurers who will accompany a girl with a flying carpet and venture out on various paths representing different places where they will meet a variety of endangered species. Each adventurer keeps a record of the pursuits along these paths in a personal Adventurer's Log that includes links to that adventurer's Missions and has a Discussion Tab where one can find that Adventurer's Pilgrimage write ups, Quest discussions, Journal entries, Surveillance reports, and Mission updates. Adventurers will begin their journey with the girl with a flying carpet with great courage and keen responsibility on environment protection. Grades Grades will be derived from experience point (XPS) generated by various activities achieved in the conquest of this course game. Students will be able to gain XPS from participating in pilgrimages (readings, sound, and video presentations of course content) and quests (activities) that are recorded in their adventurer logs. Missions (projects) and at least one Raid (exam) allow student adventurers to gather larger "hauls" of experience points (XPs). Experience points (XPs) also can be gained through regular journal entries reflecting on one's personal learning experience and surveillance reports observing activities others pursue in the class. XPs are arranged into levels to help students experience their accomplishment in advancing through the game/course. Levels (the top 8) are bracketed for end of game/course grades. Plus and minus grades are calculated for the top and bottom (respectively) 10 XP ranges in each bracket. A = Level 10 270-300 XP B = Level 9 240-269 XP C = Level 8 210-239 XP D = Level 7 180-219 XP XP values will be noted at each site. Player and Game Master work together to build XPs when good points are noted in the content analysis of a Pilgrimage or Quest, combined with personal reflections on that item. Journals are overall student reflections on the week's work, while Surveillance is content analysis and reflection on others' work that week. Mission Updates are reflections on Mission work, as well as listing of Mission accomplishments for the week to be used to guide claims of Mission XPs. Typically, XPs are awarded for each point made, with some pilgrimages especially affording opportunity for more total XP earnings than others. A "good point" comes from statements of a sentence or more, not listings. Rarely a "good point" statement may also earn a quality XP, but not all sentences will necessarily serve as a "good point" statement in and of themselves. Special rules:
Pilgrimages and Quests(about 50%, possibly more with substitutions for Journal or Surveillance work), will need to have some balance. Some pilgrimages and quests will be required, as noted, but there are more pilgrimages and quests than any one is expected to complete.
Pilgrimages are reading, listening, or watching experiences that then are written up as a report on the content acquired from the experience. Longer experiences require longer write-ups and generate the possibility of more XPs. The quality of the write-up matters in terms of what one has gained and understands. Most pilgrimages are worth up to 5 XPs (usually) or up to 10 XPs (for a fair number). At least 60% of Pilgrimage/Quest XPs must be from Pilgrimages.
Quests are typically game activity experiences, where one is expected to learn and briefly play a game, then write about the experience from an educator's perspective. Most quests are worth up to 5 XPs for a quality report that explains how the game works, what it is like to play it, and what the educational implications are for it.
Journalsand Surveillance(30%) - Journals and Surveillance are relatively easy ways to get XPs, but an Adventurer may not get credit for more than one each per week (one Journal entry and one Surveillance report). Therefore, Journals and Surveillance cannot be done late, because that would yield more than one per week.
Raids(15%) - Raids function like exams to ensure that students have gained the expected knowledge base from course activities. Generally, raid questions will come from pilgrimage content acquisition, but can be drawn to a lesser extent from quests, and possibly even from missions (especially the background and preparation materials). Only a BOSS Raid (like a Final Exam) is planned initially, although there is a slight possibility of lesser raid opportunities for extra credit as may be determined appropriate by the Game Master (Teacher).
Additional pilgrimages and quests can make up for missed Journal or Surveillance XPs.
Journal and Surveillance Reports are worth up to 5XPs each, with an option for extra points awarded for particularly thorough Surveillance Reports. Journal entries have a far less likely possibility for extra points.
Power-ups(5%) - Power-ups are extra points that will be given for certain accomplishments at various times during the course, as noted on the Power-ups page. Power-ups help ensure that students pursue optimum study strategies with regard to making good choices of material to consider and keeping up with work to be done in a timely fashion. Information on Power Ups is linked to the wiki sidebar.
Calendar - There is no formally recognized break in coursework for any other holidays. Most holidays have a formal observance of less than a week, so it should be possible to work around these times in a week's coursework. Please contact the teacherif there is a scheduling problem.
DisclaimerThe designers reserve the right to make any changes as may be deemed necessary or desirable without advance notice.
Hi, everyone, here is Oral English Camp 2012.
Do you feel unprepared for everyday life in an English-speaking wo
rld? Then ORE2012 is just what you need.You can develop the skills you need to feel confident while travelling, studying, at work or just chatting with English-speaking friends. Activities based around the themes of social, travel, work , study and so on, which cover a range of everyday situations and really help you to feel sure of the English you're using in your daily life.
☆Feel more confident speaking English
A range of tasks and learning tips based on real-life situations and texts will give you confidence in any situation.☆Check your progress
A path-by -path checklist, based on the game-based and task-based learning strategies, lets you see what you have learned, and feel proud of it!
This course is specially designed for learners wanting to communicate confidently in English, and offers the flexibility to be used either in the classroom or for self-study. The designer for the course is Yuki, Yukixu425@yahoo.com.cnand Emily,zhunanaemily@yahoo.cn,
Course Objectives
Students who successfully complete the course will be able to:
1. Improve their oral English in real life situations.
2. Develop useful speaking skills and strategies by using multi-media components to develop an alternative environment to better engage students to
accomplish educational objectives, including multimedia products and services from various sources.
3. Use game-based approaches to learning that are relevant to their own school-based positions.
4. Feel more confident speaking English and proud of your progress in communication.
TextbookMiles Craven: Cambridge Real English Skills 2 (2011.8), for senior middle students to improve their speaking ability.
MethodologyThis course will be conducted using game-based learning strategies. The course is organized to maximize student centered learning as it is loosely structured as a role playing game, generally following a endangered sea animals theme. Students are adventurers who will accompany a girl with a flying carpet and venture out on various paths representing different places where they will meet a variety of endangered species. Each adventurer keeps a record of the pursuits along these paths in a personal Adventurer's Log that includes links to that adventurer's Missions and has a Discussion Tab where one can find that Adventurer's Pilgrimage write ups, Quest discussions, Journal entries, Surveillance reports, and Mission updates. Adventurers will begin their journey with the girl with a flying carpet with great courage and keen responsibility on environment protection.
Grades
Grades will be derived from experience point (XPS) generated by various activities achieved in the conquest of this course game. Students will be able to gain XPS from participating in pilgrimages (readings, sound, and video presentations of course content) and quests (activities) that are recorded in their adventurer logs. Missions (projects) and at least one Raid (exam) allow student adventurers to gather larger "hauls" of experience points (XPs). Experience points (XPs) also can be gained through regular journal entries reflecting on one's personal learning experience and surveillance reports observing activities others pursue in the class.
XPs are arranged into levels to help students experience their accomplishment in advancing through the game/course. Levels (the top 8) are bracketed for end of game/course grades. Plus and minus grades are calculated for the top and bottom (respectively) 10 XP ranges in each bracket.
A = Level 10 270-300 XP
B = Level 9 240-269 XP
C = Level 8 210-239 XP
D = Level 7 180-219 XP
XP values will be noted at each site. Player and Game Master work together to build XPs when good points are noted in the content analysis of a Pilgrimage or Quest, combined with personal reflections on that item. Journals are overall student reflections on the week's work, while Surveillance is content analysis and reflection on others' work that week. Mission Updates are reflections on Mission work, as well as listing of Mission accomplishments for the week to be used to guide claims of Mission XPs. Typically, XPs are awarded for each point made, with some pilgrimages especially affording opportunity for more total XP earnings than others. A "good point" comes from statements of a sentence or more, not listings. Rarely a "good point" statement may also earn a quality XP, but not all sentences will necessarily serve as a "good point" statement in and of themselves. Special rules:
Calendar - There is no formally recognized break in coursework for any other holidays. Most holidays have a formal observance of less than a week, so it should be possible to work around these times in a week's coursework. Please contact the teacherif there is a scheduling problem.
DisclaimerThe designers reserve the right to make any changes as may be deemed necessary or desirable without advance notice.
.